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d_a_alink cleanup / debug work (#3045)
* start d_a_alink debug cleanup * d_a_alink_damage debug * d_a_alink_guard debug * d_a_alink_bow debug * d_a_alink_boom debug * d_a_alink_copyrod debug * d_a_alink_hvyboots debug * d_a_alink_grab debug * d_a_alink_sumou debug * d_a_alink_horse debug * d_a_alink_canoe debug * d_a_alink_crawl / d_a_alink_hang debug * d_a_alink_swim debug * d_a_alink_hook / d_a_alink_iceleaf debug * d_a_alink_bottle debug * d_a_alink_whistle / d_a_alink_kandelaar / d_a_alink_ironball debug * d_a_alink_demo debug * d_a_alink_effect debug * d_a_alink_wolf debug * d_a_alink debug / cleanup * cleanup button status enums
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@@ -2306,7 +2306,7 @@ static int daB_BQ_Execute(b_bq_class* i_this) {
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dComIfG_Ccsp()->Set(&i_this->mCcCoreSph);
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sp50 = a_this->eyePos;
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if (daPy_getPlayerActorClass()->getCutType() != 0x27 && i_this->mAction >= ACTION_DAMAGE) {
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if (daPy_getPlayerActorClass()->getCutType() != daPy_py_c::CUT_TYPE_DOWN && i_this->mAction >= ACTION_DAMAGE) {
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sp50.y = player->current.pos.y + 70.0f + KREG_F(7);
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} else {
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sp50.x -= 20000.0f;
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